problème : pas de moyen de sauvegarder et de charger les niveaux entamés solution : fonctions save et load dans le LevelManager
92 lines
3.0 KiB
C#
92 lines
3.0 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using Unity.Plastic.Newtonsoft.Json.Linq;
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using UnityEngine;
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using UnityEngine.Tilemaps;
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using static Extensions;
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/// <summary>
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/// can be inherited by tiles in order to be added to the level manager
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/// </summary>
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public abstract class LevelTile : TileBase, ILevelObject
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{
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[SerializeField]
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private Sprite _sprite;
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[LevelSerialize]
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public Vector3 Position { get; protected set; }
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private Tilemap _tilemap;
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[LevelSerialize]
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public string Tilemap
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{
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get => _tilemap.name;
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}
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[LevelSerialize]
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public string Name { get => name; protected set => name = value; }
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public virtual void LevelStart() { }
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public virtual void LevelDestroy() { }
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public virtual void LevelUpdate() { }
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public virtual bool Equals(ILevelObject other)
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{
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return other is LevelTile otherTile
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&& Name == otherTile.Name
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&& Position == otherTile.Position
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&& Tilemap == otherTile.Tilemap;
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}
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public override bool StartUp(Vector3Int position, ITilemap tilemap, GameObject go)
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{
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//only execute if application is in play mode
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if (!Application.isPlaying)
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{
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return base.StartUp(position, tilemap, go);
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}
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var comp = tilemap.GetComponent<Tilemap>();
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//need to create an instance of the tile, otherwise the position will change for all tiles instead of only this one.
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var instance = Instantiate(this);
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instance.name = name;
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instance.Position = position;
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instance._tilemap = comp;
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//if tile already exists, dont add to level manager
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if (LevelManager.Instance.Has<LevelTile>(tile => tile.Equals(instance)))
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{
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return base.StartUp(position, tilemap, go);
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}
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LevelManager.Instance.Add(instance);
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return base.StartUp(position, tilemap, go);
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}
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public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
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{
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tileData.sprite = _sprite;
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tileData.transform.SetTRS(Vector3.zero, Quaternion.identity, Vector3.one);
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tileData.color = Color.white;
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}
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public virtual Dictionary<string, object> ToDictionary()
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{
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return new Dictionary<string, object>()
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{
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{nameof(Name), Name },
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{nameof(Position), new float[]{Position.x, Position.y, Position.z } },
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{nameof(Tilemap), Tilemap },
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{Database.TYPE, nameof(Database.Instance.Prefabs) }
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};
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}
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public virtual void LoadDictionary(Dictionary<string, object> dict)
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{
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Name = dict[nameof(Name)].ToString();
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float[] pArray = (float[])dict[nameof(Position)];
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Position = new Vector3(pArray[0], pArray[1], pArray[2]);
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var tilemap = FindObjectOfType<Grid>().GetComponentInChildren<Tilemap>(Tilemap);
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}
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public void RemoveFromLevel()
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{
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_tilemap.SetTile(Vector3Int.RoundToInt(Position), null);
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}
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} |